refactor(blazing): 重构任务系统并优化相关功能

- 重构了任务系统的数据结构和执行逻辑
- 优化了地图加载和怪物刷新机制
- 改进了宠物系统的基础架构
- 调整了玩家信息和背包的处理方式
- 统一了数据访问层的接口和实现
This commit is contained in:
2025-08-30 21:59:52 +08:00
parent 2ed5c2db27
commit 75e428f62e
23 changed files with 326 additions and 230 deletions

View File

@@ -32,7 +32,10 @@ func (h *Controller) Login(data *login.InInfo, c *socket.Conn) (result *login.Ou
glog.Debug(context.Background(), "登录成功,初始地图 人数:", space.GetSpace(t.Info.MapID).Len())
result = login.NewOutInfo() //设置登录消息
result.PlayerInfo = *t.Info
//result.TaskList = blservice.NewUserService(t.Info.UserID).GenTask()
result.PetList = blservice.NewUserService(t.Info.UserID).GetPetList()
tt := maps.NewOutInfo()
//copier.Copy(t.Info, tt)
t1 := handler.NewTomeeHeader(2001, t.Info.UserID)

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@@ -21,14 +21,17 @@ func (h *Controller) MapEnter(data *maps.InInfo, c *socket.Player) (result *maps
data.Broadcast(c.Info.MapID, *result) //同步广播
// 如果是无怪地图,直接返回
if c.StopChan != nil {
close(c.StopChan)
c.StopChan = nil
}
// 创建新的停止通道
c.StopChan = make(chan struct{})
// 启动刷怪协程
go func(stopChan chan struct{}, currentMap int) {
time.After(5 * time.Second)
<-time.After(5 * time.Second)
// 首次刷新
if !c.IsFighting && c.Info.MapID != 0 {
data.SpawnMonsters(c, true)

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@@ -4,38 +4,23 @@ import (
"blazing/common/data/socket"
"blazing/common/socket/errorcode"
"blazing/logic/service/pet"
"blazing/modules/blazing/model"
"time"
)
func (h *Controller) GetPetInfo(data *pet.InInfo, c *socket.Player) (result *pet.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
// 获取精灵信息
func (h *Controller) GetPetInfo(
data *pet.InInfo,
c *socket.Player) (result *pet.OutInfo,
err errorcode.ErrorCode) { //这个时候player应该是空的
t := model.PetInfo{
ID: 300,
Name: [16]byte{'1'},
Dv: 1,
Attack: 1000,
Defence: 1000,
SpecialAttack: 1000,
CatchTime: uint32(time.Now().Unix()),
Speed: 1000,
Hp: 1000,
MaxHp: 1000,
Level: 1,
LvExp: 1000,
NextLvExp: 1000,
Exp: 1000,
//SkillList: [4]model.SkillInfo{{ID: 1, Pp: 1}},
Nature: 1,
Shiny: 1,
}
t.SkillListLen = 1
for i := 0; i < 4; i++ {
t.SkillList[i] = model.SkillInfo{ID: 10001, Pp: 10001}
}
t.EffectInfo = make([]model.PetEffectInfo, 0)
t.EffectInfo = append(t.EffectInfo, model.PetEffectInfo{EffectID: 1, ItemID: 1, LeftCount: 1})
return &pet.OutInfo{
PetInfo: t,
}, 0
return nil, 0
}
// 精灵背包仓库切换
func (h *Controller) PetRelease(
data *pet.PetReleaseInboundInfo,
c *socket.Player) (
result *pet.PetReleaseOutboundInfo,
err errorcode.ErrorCode) { //这个时候player应该是空的
return nil, 0
}

View File

@@ -6,34 +6,22 @@ import (
"blazing/logic/service/task"
"blazing/modules/blazing/model"
"blazing/modules/blazing/service"
"time"
)
/**
* 接受任务
*/
func (h Controller) AcceptTask(data *task.AcceptTaskInboundInfo, c *socket.Player) (result *task.AcceptTaskOutboundInfo, err errorcode.ErrorCode) {
isdaliy := false
//isdaliy := false
if data.Head.CMD != 2201 { //判断是每日任务
isdaliy = true
//isdaliy = true
}
service.NewUserService(c.Info.UserID).TaskExec(func(ttt map[uint32]model.TaskInfo) bool {
ft, ok := ttt[data.TaskId]
if ok { //如果找到任务
if ft.Status == 0 { //可以接受
ft.Status = 1 //接受
return true
} else {
return false
}
} else {
ttt[data.TaskId] = model.TaskInfo{
Status: 1,
}
}
if c.Info.TaskList[data.TaskId] == 0 {
c.Info.TaskList[data.TaskId] = 1
}
return false
}, isdaliy)
result = &task.AcceptTaskOutboundInfo{}
result.TaskId = data.TaskId
return result, 0
@@ -47,14 +35,17 @@ func (h Controller) AddTaskBuf(data *task.AddTaskBufInboundInfo, c *socket.Playe
if data.Head.CMD != 2204 { //判断是每日任务
isdaliy = true
}
service.NewUserService(c.Info.UserID).TaskExec(func(ttt map[uint32]model.TaskInfo) bool {
if conditions, ok := ttt[data.TaskId]; ok {
conditions.TaskInfo = data.TaskList
ttt[data.TaskId] = conditions
return true
service.NewUserService(c.Info.UserID).TaskExec(func(ttt []model.TaskInfo) []model.TaskInfo {
var ttt2 []model.TaskInfo
for _, v := range ttt {
v.TaskInfo = data.TaskList
ttt2 = append(ttt2, v)
}
return false
return ttt2
}, isdaliy)
return &task.AddTaskBufOutboundInfo{}, 0
@@ -65,25 +56,68 @@ func (h Controller) AddTaskBuf(data *task.AddTaskBufInboundInfo, c *socket.Playe
*/
func (h Controller) Complete_Task(data *task.CompleteTaskInboundInfo, c *socket.Player) (result *task.CompleteTaskOutboundInfo, err errorcode.ErrorCode) {
if data.Head.CMD == 2202 { //判断不是每日任务
if c.Info.TaskList[data.TaskId] != 1 { //如果任务没有接受或者已经完成Complete_Task
} else {
return result, 0
}
c.Info.TaskList[data.TaskId] = 3
result = &task.CompleteTaskOutboundInfo{}
result.ItemList = make([]task.ItemInfo, 0)
result.TaskId = data.TaskId
if data.TaskId == 85 { //新手注册任务
return &task.CompleteTaskOutboundInfo{}, 0
result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 100027, ItemCount: 1})
result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 100028, ItemCount: 1})
result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 500001, ItemCount: 1})
result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 500502, ItemCount: 1})
result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 500503, ItemCount: 1})
}
if data.TaskId == 86 { //新手注册任务
result.CaptureTime = uint32(time.Now().Unix())
result.PetTypeId = 1
}
if data.TaskId == 87 { //新手注册任务
result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 300001, ItemCount: 10})
result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 300011, ItemCount: 5})
}
if data.TaskId == 88 { //新手注册任务
result.ItemList = append(result.ItemList, task.ItemInfo{ItemId: 1, ItemCount: 1000})
}
return result, 0
}
/**
* 获取任务状态
*/
func (h Controller) Get_Task_Buf(data *task.GetTaskBufInboundInfo, c *socket.Player) (result *task.GetTaskBufOutboundInfo, err errorcode.ErrorCode) {
// isdaliy := false
// if data.Head.CMD != 2203 { //判断是每日任务
// isdaliy = true
// }
isdaliy := false
if data.Head.CMD == 2203 { //判断是每日任务
isdaliy = true
}
return &task.GetTaskBufOutboundInfo{}, 0
service.NewUserService(c.Info.UserID).TaskExec(func(ttt []model.TaskInfo) []model.TaskInfo {
var ttt2 = make([]model.TaskInfo, 500)
for _, v := range ttt {
if data.TaskId == v.TaskID {
result = &task.GetTaskBufOutboundInfo{TaskId: data.TaskId, TaskList: v.TaskInfo}
}
return ttt2
}
return ttt2
}, isdaliy)
return result, 0
}
/**

View File

@@ -61,7 +61,7 @@ func CreateBattleSkillWithInfinity(id int, pp int) *BattleSkillEntity {
}
// 从资源仓库获取技能数据
move, ok := xmlres.MovesConfig.Moves[id]
move, ok := xmlres.SkillMap[id]
if !ok {
glog.Error(context.Background(), "技能ID无效", "id", id)
}

View File

@@ -6,7 +6,6 @@ import (
"blazing/modules/blazing/model"
"context"
"encoding/hex"
"time"
"github.com/gogf/gf/v2/os/glog"
)
@@ -42,32 +41,6 @@ func NewOutInfo() *OutInfo {
l := &OutInfo{
PlayerInfo: *model.NewPlayerInfo(),
}
t := model.PetInfo{
ID: 300,
Name: [16]byte{'1'},
Dv: 1,
Attack: 1000,
Defence: 1000,
SpecialAttack: 1000,
CatchTime: uint32(time.Now().Unix()),
Speed: 1000,
Hp: 1000,
MaxHp: 1000,
Level: 1,
LvExp: 1000,
NextLvExp: 1000,
Exp: 1000,
//SkillList: [4]model.SkillInfo{{ID: 1, Pp: 1}},
Nature: 1,
Shiny: 1,
}
t.SkillListLen = 1
for i := 0; i < 4; i++ {
t.SkillList[i] = model.SkillInfo{ID: 10001, Pp: 10001}
}
t.EffectInfo = make([]model.PetEffectInfo, 0)
t.EffectInfo = append(t.EffectInfo, model.PetEffectInfo{EffectID: 1, ItemID: 1, LeftCount: 1})
l.PetList = append(l.PetList, t)
return l
}

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@@ -83,27 +83,25 @@ func RandomStringFromSlice(s []string) string {
func (t *InInfo) genMonster(mapid uint32) *OgreInfo {
// 设置怪物信息
t1 := OgreInfo{}
for _, tc := range xmlres.Monster.Maps {
if tc.ID == gconv.Int(mapid) && tc.Monsters != nil {
for i, m := range tc.Monsters.Monsters { //这里是9个
id := strings.Split(m.ID, " ")
lv := strings.Split(m.Lv, " ")
ttt := OgrePetInfo{
Id: gconv.Uint32(RandomStringFromSlice(id)),
}
if ttt.Id != 0 {
ttt.Shiny = 0 //待确认是否刷新异色
ttt.Lv = gconv.Uint32(RandomStringFromSlice(lv))
}
t1.Data[i] = ttt
mapss, ok := xmlres.MonsterMap[gconv.Int(mapid)]
if ok && mapss.Monsters != nil {
for i, m := range mapss.Monsters.Monsters { //这里是9个
id := strings.Split(m.ID, " ")
lv := strings.Split(m.Lv, " ")
ttt := OgrePetInfo{
Id: gconv.Uint32(RandomStringFromSlice(id)),
}
break
if ttt.Id != 0 {
ttt.Shiny = 0 //待确认是否刷新异色
ttt.Lv = gconv.Uint32(RandomStringFromSlice(lv))
}
t1.Data[i] = ttt
}
}
t2 := OgreInfo{}
for i := 0; i < 3; i++ {
@@ -292,3 +290,14 @@ func NewOutInfo() *OutInfo {
return l
}
func LeaveMap(c *socket.Player) {
t := handler.NewTomeeHeader(2002, c.Info.UserID)
space.GetSpace(c.Info.MapID).Range(func(playerID uint32, player *socket.Player) bool {
player.SendPack(t.Pack(&LeaveMapOutboundInfo{UserID: c.Info.UserID}))
return true
})
space.GetSpace(c.Info.MapID).Delete(c.Info.UserID)
}

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@@ -14,3 +14,17 @@ type InInfo struct {
type OutInfo struct {
model.PetInfo
}
// PetReleaseOutboundInfo 宠物释放出站消息
type PetReleaseOutboundInfo struct {
HomeEnergy uint64 `json:"home_energy" fieldDescription:"暂定0" autoCodec:"true" uint:"true"`
FirstPetTime uint64 `json:"first_pet_time" fieldDescription:"精灵生成时间" autoCodec:"true" uint:"true"`
PetInfo []model.PetInfo `json:"pet_info" fieldDescription:"精灵信息" autoCodec:"true"`
}
// 放入背包或者加入仓库
type PetReleaseInboundInfo struct {
Head handler.TomeeHeader `cmd:"2304" struc:"[0]pad"`
CatchTime uint64 `json:"catch_time" fieldDescription:"精灵生成时间" autoCodec:"true" uint:"true"`
Flag uint64 `json:"flag" fieldDescription:"0为放入仓库1为放入背包" autoCodec:"true" uint:"true"`
}

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@@ -4,8 +4,8 @@ import "blazing/common/socket/handler"
type CompleteTaskInboundInfo struct {
Head handler.TomeeHeader `cmd:"2202|2233" struc:"[0]pad"`
TaskId uint32 `json:"taskId" description:"任务ID"` // 任务ID对应Java的@UInt long
OutState uint32 `json:"outState" description:"当前状态, 1为完成任务"` // 当前状态1表示完成任务对应Java的@UInt long
TaskId uint32 `json:"taskId" description:"任务ID"` // 任务ID对应Java的@UInt long
OutState uint32 `json:"outState" 分支"` // 当前状态1表示完成任务对应Java的@UInt long
}
type CompleteTaskOutboundInfo struct {
TaskId uint32 `json:"taskId" description:"任务ID"` // 任务ID对应Java的@UInt long
@@ -18,6 +18,6 @@ type CompleteTaskOutboundInfo struct {
// ItemInfo 对应Java的ItemInfo类
// 用于表示发放物品的信息
type ItemInfo struct {
ItemId uint64 `json:"itemId" description:"发放物品ID"` // 发放物品ID对应Java的@UInt long
ItemCount uint64 `json:"itemCount" description:"发放物品的数量"` // 发放物品的数量对应Java的@UInt long
ItemId uint32 `json:"itemId" description:"发放物品ID"` // 发放物品ID对应Java的@UInt long
ItemCount uint32 `json:"itemCount" description:"发放物品的数量"` // 发放物品的数量对应Java的@UInt long
}